Showing posts with label Essentials. Show all posts
Showing posts with label Essentials. Show all posts

Wednesday, March 2, 2011

Class Compendium in this month’s Dragon

When half of the scheduled books for 2011 got cancelled, we were told that the material in them would be released in ‘other ways’. The logical solution seemed to be converting them into DDI articles, though it was not clear how long it would take for them to see the light this way. It turns out, not too long - in this very issue of Dragon magazine, we’ll get to see the first sample of this material, in Class Compendium: Warlord.

Quick recap: Class Compendium, Heroes of Sword and Spell was a book originally scheduled for february, 2011, intended to reprint part of the class material from the original Player’s Handbook. Specifically, it would include the main four D&D classes (Fighter, Rogue, Wizard, Cleric), plus the Warlord. These wouldn’t be new builds, but the PHB material reformatted to match the current Essentials style, and including all published errata. Also, I was half expecting that they introduced new errata with this book because, honestly, it was too good an opportunity to pass up on: at the very least, they should update wizard spells to include magic school keywords and miss effects on encounters. But there was also lots of clarification and minor rebalancing (Sure Strike anyone?) they could make without much effort. On the other hand, this would tread into ‘4.5 edition’ issues (by reprinting and invalidating previous material) more than any previous book, including the Essentials line, so perhaps it wouldn’t be such a good idea.

Anyway, whatever was going to be in the book, we are getting the first chapter at some point in march. The article description suggests it will include ‘the most current updates to many powers, features, and feats’, which doesn’t seem to imply there will be any new updates, other than the ones already seen in previous errata. I’d much rather see them adding new fixes, as the article would feel like a waste of space to me, otherwise. I mean, there is some merit in releasing a book that merely changes the format and adds minor corrections to existing stuff, because it’s a physical product that new players can buy instead of the much errataed PHB. But on DDI? Subscribers already have access to errata pdfs, updated class descriptions in the online compendium, and up-to-date character builder - so these compilations won’t add much value to them, unless they bring some actual changes. We will have to wait and see.

To conclude, I’d also like to point out another article in this month’s magazines which, while not horribly innovative, is going to address something many players have been asking for ever since Heroes of the Fallen Lands was released: alternate ability score bonuses for all races that still haven’t got one. This is a simple, yet extremely useful idea, and I’m glad they are finally doing it. And it looks like it will be open to all readers (rather than just DDI subscribers), to boot!
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Friday, December 24, 2010

Executioner Assassin: Ultimate final edition.

For those who have got lost with the different versions and updates for the DDI-exclusive new build for the Assassin class, this is the story so far. The Executioner, an essential-styled assassin variant mixing martial exploits and minor shadow features, was released three months ago, as a work in progress, so that the community could playtest it and provide feedback. Which the community did (here is what we had to say about the class), and apparently it got put to good use: after a confusing false final release, where an intermediate build of questionable quality(many saw it as a step back from the original) got to the public by mistake, causing considerable uproar, we have finally seen the real, complete version of the class. And it’s a killer.

The basic framework of the class is mostly intact from the earlier versions: many situational at-will attacks for specific situations, basic attacks as a default option, a single concentrated encounter attack (Assassin´s Strike) taking the place of all encounter slots, and special poisons in the place of daily attacks. That was a solid foundation, and I’m glad they have chosen to keep it.

That said, many details about the class have changed, almost unanimously for the better. Most notably, the selection of at-will attacks has suffered a deep revision. Previously, too many at-wills were excessively situational, to the point that the temptation to just forget about them and stick to the simple yet reliable basic attacks became too strong. In fact, going back to my *critique of the playtest build*, we can see that most of my complaints were related to at-will implementation - and they have all been addressed.

Both the melee and ranged builds of the class (Red Scales and League of whispers, respectively) get three at-will powers at first level, with each covering some specific niche (mobility, control, poison application) but also having potential for more general use - some of them sacrifice damage or have special requirements, but you don’t have to look to hard for a power that deals any damage and can be used without being hidden in melee (!), as before. Also, they are pretty cool.Quick Lunge replaces the power known as Unarmed Throw in earlier builds, and allows you to shift, damage a target and knock it down, and shift back. Ranged executioners now have exceptional accuracy, with both Bola Takedown (a ranged proning attack) and Precision Dart (a power for delivering poisons) targeting Reflex instead of AC.

The greatest loss in the at-will department is the jaw-dropping Unseen Spearhead, which was a highly complicated, yet awesomely rewarded, maneuver. The ability to make a coup de grace every two turns if everything turned out right (which didn’t happen all that often, even in dedicated builds) was considered too strong by the developers, so it got removed. It is a shame, but probably a good decision nevertheless. While I don’t agree that it was overpowered (all things considered, too many things had to fall in place to pull it off), it can’t be argued that it was an excessively swingy mechanic, which could result in trivializing some encounters or just wasting actions, depending on too few dice rolls. Fortunately, every other thing that made the class special is still in place.

As for performance, various numbers have been adjusted all around in order to make the Executioner a pretty decent striker. Damage won’t be spectacular, but it won’t feel lackluster either, and there are a few niches (such as concentrated damage or finishing off wounded enemies) where the class will definitely shine. It’s also fitting that, while basic attacks will still be your main offensive tool, using them with unsubtle two-handed weapons is no longer the superior choice - your striker damage now depends on wielding appropriate, assassin-y weapons. Moreover, proficiency with the light shield, which was always a bit unwieldy and off-flavor for the class, is now optional, and a choice to use dual wielding for an equivalent bonus is provided.

My final verdict is extremely favorable. This is one of the most original classes in the game, yet it manages to include both at-will, encounter, and daily powers, have a well defined personality both in flavor and mechanics, and be potent and interesting. Also, it is one of the best examples of the design potential opened up by the Essentials philosophy of classes that don’t necessarily adhere to the rigid 4E power structure. This one has certainly taken it’s time, but it’s been well worth the wait: it is a must-have.
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Thursday, November 18, 2010

Essentials Assassin WTF?

I was halfway writing a post about the final version of the Essentials Assassin, and how it was a very odd mix of clever answers to player concerns (to the point that all my complaints about the class had actually been fixed!) and blatant screwup in very basic stuff (i.e. breaking the math so that the class no longer really works as an effective striker). The forums were raging all over the update, given how it neutered a class that had shown so much potential in its first draft. It was a strange story, but we have seen worse things come off DDI. Until now, that is.

A few hours ago, Steve Winter (editor for Dragon and Dungeon magazines) explained in the forums how the 'final version' released was, in fact, halfway through development due to a screwup in coordination between the magazine and R&D.

Yeah, it's D&D's version of 'my worg ate my homework'. It is silly and unprofessional. And it's also a remarkable display of sincerity (not that they had many other options at that point, but whatever). Now, I'm pretty sure that in no time we'll have plenty of conspirancy theorists speculating about WoTC inventing stories, or trying to fix the mess after seeing the forum reactions, or something like that. Honestly, I don't care.

The fact is, we had a great class in playtest that, for some obscure motive (likely involving sheer incompetence) was released in a broken form but, rather than staying that way, is going to get fixed in december. Sure, the designers and editors have lost a good deal of credit, but what I really care about at this point is that we'll get a properly implemented Executioner, eventually. And, all things considered, I'm confident that they'll get it right because they were so close this time. Honestly, as much as I liked the original, I really admired the many elegant solutions in this revision - up to the point where the math broke, that is.

Anyway, for those interested in playing the class as soon as possible (and one of the players in my campaing was considering the option), I had come up with a houserule that mostly filled the damage gap that was preventing this version of the Executioner to, um, Execute properly. It goes as follows.

At level 1, add the following feature:

Culling the weak: Your attacks against bloodied targets deal extra damage equal to your Charisma modifier.

This is a significant damage boost, but also a highly situational one, that happens to mesh well with the class theme and mechanics. If you play an executioner with this adjustment, be aware that your attacks against healthy enemies will be subpar - but if you coordinate with your party so that they leave wounded monsters to you, you should be bringing them down as well as could be expected from someone calling himself an Executioner.

Anyway, I'll be eagerly awaiting the December release. Let's hope it survives the editing goblins.
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Monday, November 8, 2010

Essentials Warlock: Conjured swords, simple mechanics, amazing flavor

D&D Essentials class previews

The original Warlock from Player’s Handbook was a flawed class that nevertheless grew on meover time. And the same could be said about the Hexblade, the Essentials take on the class that is included in Heroes of the Forgotten Kingdoms. Despite the many changes introduced, Hexblades still share some of the Warlock’s strong points (best flavor in the game, soul-collection minigames) as well as its weak points (restricted power selection, aggravated by a wasted at-will slot). However, two year of 4E design experience haven’t been in vain, because the legendary difficulty for building a competent warlock character (at least until later supplements filled in the many gaps) has been replaced with extremely straightforward builds that are playable out of the box. This is a huge improvement, even if the sacrifices in character customization have gone a bit too far.


Starry Transformation is a devastating daily spell unlocked by paragon Hexblades of the Star Pact. It totally looks like this.

Like its predecessor, the Hexblade is a striker of the arcane power source. But, with the addition of their namesake magic swords, they are no longer purely ranged characters, but hybrids that can switch seamlessly between flinging spells from afar, and slashing at their foes in the front lines. The confusing and rarely welcome dual attack attributes have been eschewed in favor of Charisma, which now powers all spells, and is complemented by Constitution, Intelligence or Dexterity, depending on build. And the builds themselves retain much of the flavor and ideas from those of the original warlock: they are called Pacts, are defined by the choice of patron providing the character’s arcane magic, determine first level at-wills, and have a Pact Boon that rewards you when foes are slain. The three hexblade pacts revealed so far match the warlock pacts offered in Player’s Handbook: Infernal, Fey, and Star.

One point about the hexblade that cannot be overemphasized is the quality of its flavor. All Essential classes care about backstory, and have rich descriptions for every game element, but hexblades, like other warlocks before them, take this one step further. You are not some random magic guy throwing colored rays at goblins, but a reckless individual struggling with sinister entities to borrow (or steal!) their unnatural powers. Your sword has names like Blade of Annihilation or Starshadow Blade, and is made up of the essence of dead devils, or by folding molten nightmares in the forge of a star. Where other characters hack away with Adjective Strikes, you have spells like Soul Eater and Blazing Doom of the Void. Humility is not a trained skill for Hexblades, but after reading a couple of pages, one can’t help but think that playing one of these crazy types must be the coolest thing in the multiverse.

It is an unfortunate turn of events, then, that the class mechanics are not up to the awesome expectations generated by their description. For all their pretentious titles and fancy background, hexblade features and powers tend to be rather bland, particularly when compared to warlocks of old. Warlock Curses are gone, replaced with flat damage bonuses. Instead of the excellent Shadow Walk we get improved armor proficiencies. Your pact at-wills feel more mundane than ever, and the encounter slots are usurped by a single attack that you can use multiple times. One of your precious at-will slots is still wasted in the hideously boring Eldritch Blast, now renamed Eldritch Bolt. At times, you feel like little more than a glorified Slayer with a colorful sword.

And yet, it mostly works out. The simplifications may feel excessive (and build customization takes a serious hit), but it all results in a class that is still enjoyable, and can be played safely without fear of the character spontaneously imploding (which happened all too often with the original warlock). There is still fun stuff going on, like collecting corpses for Pact Boons (now working off adjacent enemies, since there is no curse), and some new, brilliant ideas: summoning representatives of your patron, or dual wielding swords and implements (with powers that share weapon and implement keywords, opening a world of optimization potential). And daily spells are still around, so the difference with a classic power stricture isn’t that large.

Ultimately, hexblade players will probably tolerate the unneeded restrictions and enjoy the Fey out of the class, because the character concepts are that cool. As much as the limited options hurt, it would have been difficult to sustain the level of awesomeness (and trust me, it’s pretty high) for an additional couple dozen powers. I still think it would have been more enjoyable for me, had they left a greater number of options for the encounter slot, never mind the at-wills. But that would also brought back the inevitable filler, and might have diluted the good ideas. One thing is for sure: those novice players that Essentials is aimed at should really, REALLY love this one.


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Thursday, November 4, 2010

Essentials Paladin: Defender’s aura, shift prevention, less choices.

D&D Essentials class previews

The preview for the Essentials paladin, or Cavalier has been out for some time now, but I hardly found enough newsworthy material to justify posting about... until now. Some lucky player has got hold of an early copy of Heroes of the Forgotten Kingdoms, and there’s a thread at Enworld with him answering questions about the book, including stuff about the latest iteration of the Divine Defender. We can now make reasonable assumptions on how it will play out, and though I must say I’m not terribly impressed, it still looks like it will be a solid package overall.


The new paladin is simple enough for a half-orc to grasp

The best way to describe the Cavalier is as a hybrid between an Essentials Knight (from which it borrows most of its defender mechanics), and a classic Paladin. The power structure is very close to the traditional at-will/encounter/daily, but certain slots (such as the level 1 daily, and the level 2 utility) have been replaced by class features, and there are too many fixed choices to my taste (including at-will and encounter attacks). On the other hand, all this streamlining has a very clear advantage, in that Cavaliers just work. All too often, when building a pre-Essentials paladin, one was left with the impression that the class was pulling in too many directions at once, making it impossible to end up with an entirely satisfying character. This is no longer the case.

Originally, paladins suffered from a lack of definition regarding ability score requirements. In order to be fully functional, you needed Charisma for your defender punishment, Wisdom to power Lay on Hands and similar features, and Strength to have a decent opportunity attack. Never mind that, as a defender, some Constitution was also advisable. But attempts to support more than two scores usually ended in disaster. Divine Power mostly solved the issue through new feats and powers, but the fact remained that you had to sacrifice some valuable slots in order to achieve basic functionality. Not only that, but any novice player who forgot to take Melee Training or Virtuous Strike for the Charisma build, or Mighty Challenge for the Strength one, was still likely to end up with a poor defender. Cavaliers solve this problem by dropping Wisdom altogether, and requiring just Strength (for attack powers and opportunity attacks) and Charisma (for defender punishment, and extra effects in most attacks).

Two Cavalier builds are provided, named after two paladin virtues: Sacrifice (focused on healing) and Valor (apparently . Each virtue determines one of the character’s at-wills (the other being fixed) and a level 1 feature called Spirit of Virtue. Judging by the progression table, no other powers or features appear to be linked to virtues at heroic tier. However, we know that each virtue’s description takes about 3 pages, so we can expect at least some paragon path elements tied to them, and maybe some heroic elements that are not evident by looking at the table. At any rate, level 1 Cavaliers of Sacrifice will be getting a very nifty Lay on Hands proxy, with a power that lets them trade their Second Wind for a ranged heal, whereas Cavaliers of Valor are stuck with a flat bonus to initiative and surge value.

The defender features will be familiar to anybody who has seen the Knight class. Defender Aura makes a comeback here, a word by word copy of the Knight feature, clearly meant to replace the marked condition for Essentials builds. And complementing it we have Righteous Radiance, a mixture of the knight’s Battle Guardian, and the old Divine Challenge. As a paladin, the cavalier will still punish offending enemies with Cha-based, autohitting rays of divine light, but they will now have no problem handling crowds (since the ray triggers as an opportunity action whenever any enemy within the aura ignores you), as well as enjoying an unprecedented stickiness: shifting enemies will also get hurt.

Oddly, despite being an almost strict upgrade over regular paladin marks (sacrificing a bit of range, but becoming much easier to apply in return), the whole package can’t help but feel like a cheap version of the knight’s feature, having pretty much the same functionality with lower damage output. In fact, the flat radiant damage barely beats what any knight can achieve on a miss. It does have a niche application in making minions miserable (since they get killed instantly if they try to ignore you), but it’s not like they were much of a threat anyways. To make things worse, cavaliers are notoriously lacking in the forced movement department, so they rely on their allies for repositioning enemies, and collecting them inside the aura (which should be a basic strategy for essentials defenders).

That is not to say that cavaliers are not capable defenders - even if their toys are individually weaker than those of a knight, they do get more. Specifically, they have a feature called Righteous Shield which triggers on an ally taking damage, and lets the cavalier absorb the damage instead (true to the Paladin style) while gaining a bonus for the counterattack. Working once per encounter, this is clearly a tool for emergencies that can’t replace a real defender mechanic - but it complements it well. In addition, it gets better at higher levels (there is a Level 7 feature called Improved Righteous Shield), adding a small, build-dependent effect.

In the power department, having fixed at-wills for each build is a step backwards, in my opinion. At least they managed to get an interesting attack selection... for one of the virtues, anyway. The common, staple attack will be Valiant Strike, a power included in the original PHB that never got the chance to really shine. This time, however, the added stickiness of the cavalier’s defender aura should ensure that groups of enemies stay close to the paladin long enough for Valiant Strike to reach a respectable (about 2-3 points) bonus to accuracy - that’s some cool synergy. As for the virtue-specific ones, Cavaliers of Sacrifice got lucky with Strike of Hope, a healing attack for nearby allies that only gets better in presence of bloodied friends. Its effect doesn’t beat the best equivalent leader powers (i.e. Sacred Flame and Energizing Strike) at the highest levels, but is otherwise very attractive. The same cannot be said about Virtue of Valor’s Vengeful Strike, a respectable damage dealing attack that unfortunately is only useful with nearby bloodied allies. I’m all for conditional bonuses, when well implemented, but turning off one of your two at-will attacks when the condition isn’t available is far from satisfactory.

As for the rest of the powers, the encounter slot is condensed in Holy Smite, a divine version of Power Strike which adds some radiant damage on top of another attack, as well as dazing the target. I can’t say I’m thrilled by the lack of options, but this one is at least solid enough, and actually looks like a significant improvement over Power Strike, which should make up for the class’ shortcomings in other areas. An additional use of the power is gained at level 3, and likely again at 13, like Power Strike. Thankfully, paladins get to choose their daily powers as normal, even though the level 1 slot is missing from the table (perhaps sacrificed in behalf of the Righteous Shield feature?). Apart from that, utilities are mostly unchanged, but the level 2 one has been replaced by something called Restore vitality, which sound very much like a heal-focused utility of some sort.

There’s not much left to say. A mount-related feature at level 4 called Pace of the Virtuous Charger does not actually provide you with a horse, but it improves your riding speed when you do have one. More interestingly, the level 8 feature Spirit of the Virtuous Charger doesn’t really have anything to do with mounts, but provides a significant damage and speed bonus to charge attacks. Paladins lack the mobility to base their tactics on frequent charges, but this is still a very useful tool, for whenever they need to close a distance.

Conclusion

This is not my favourite Essentials class by any stretch of the imagination, but it’s not a bad one, either. Although one of the builds (virtue of Sacrifice) looks compelling enough, the other one strikes me as terribly bland. And the lack of options is almost unprecedented, even when compared to an Essentials martial class: the only build choice a level 1 character is presented is the Cavalier’s Virtue! On the other hand, the core gameplay looks is well thought out: the class will be able to defend all right, with a style that sets it apart from other clases. I really like the Defender Aura concept, even if Knights seem to squeeze more out of it, and just that could be enough to make this worth trying over a regular paladin.


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Thursday, October 28, 2010

Essentials ranger preview: Redeeming Twin Strike

D&D Essentials class previews


Update (11/11/10): Ok, I ran some numbers about Twin Strike, and it looks like it's not as bad as I thought, unless you go out of your way to optimize damage. When making a ranger, a multiattack power will still beat most alternatives, but the comparison with other strikers isn't as terrible as I suggested. So take everything below with two grains of salt.

Edit (03/11/10): Toned down Twin Strike hate.

I have long considered the ranger the most flawed class in 4E, mostly because of its notoriously overpowered at-will, Twin Strike. It is frequent for a ranger to spam Twin Strike in detriment of anything else, on account of its outdamaging most encounter powers, and downright obliterating at-will alternatives a LOT. In this context, it comes off as a surprise that when Heroes of the Forgotten Kingdoms brings us a Essentialized ranger subclass called the Scout, which consists on a melee dual-wielding striker stripped of daily powers and based on attacking all turns in a very Twin-Striking way, the final result might be something I’d enjoy playing with.


Given that the book included both drows and dual-wielding rangers, it must have been difficult to use any other races for the sample character. I appreciate the effort.

Exploring the class

Much like its cousin the Hunter, a Scout is a hybrid of martial and primal power, though the martial component is by far the most prominent, from the heroic tier preview we have been shown. The core gameplay of this striker consists on the use of Dexterity-based melee basic attacks modified by at-will primal stances called Aspects of the Wild (which take the place of other classes’ at-will attacks) and occasionally boosted by pseudo-encounter attack Power Strike (a feature previously seen in the Essentials Fighter). The class has no other attack powers (notably lacking dailies), but has utilities as usual. True to tradition, the Scout fighting style is based on dual wielding; the striker extra damage feature is called Dual Weapon Attack, and it allows for an additional off-hand attack after hitting an enemy, once per turn. It’s as brutal as it sounds.

The parallels with Twin Strike are obvious as well as alarming, but thankfully the developers seem to have done their homework this time. The worst sin of the original was, by far, the repetitive gameplay it generated, since it rewarded players for spending every single standard action in the overpowered at-will, while dismissing any encounter attack that couldn’t be used with a minor or immediate action doing nothing but bland double attacks, turn after turn. In this regard, although it is true that all Scout turns will include some combination of basic attack and dual attack, the fact that these are modified by a number of wildly different stances effectively turns them into multiple twin-strike-flavored powers (2 at first level, plus additional ones at 7th and 17th). Like other Essential martial builds, this is a drop in complexity and variety from most regular 4E classes - but I’d take it over a Player’s Handbook ranger any day.

Only a few of them have been revealed so far, but each ranger stance seems to beat knight and slayer stances in both number and variety of effects. They tend to offer a mix of mobility and attack boosts, adding an interesting layer of depth to the class since you may want to switch stances both before and after attacking. Of the known stances, two are shared with the Hunter build, and a third is brand new. Aspect of the Cunning Fox is perhaps the least impressive of the pack, though it definitely has interesting applications - it provides free shifts after each attack (whether or not it was successful), triggering multiple times if you get to attack with the off-hand, and generally allowing you to race through the battlefield, switching targets or just escaping enemies. It also reduces significantly any damage taken from opportunity attacks, but that should hardly come up outside of desperate situations.

Aspect of the Dancing Serpent has more of an incentive for offense-oriented characters, as it improves attack and damage rolls against enemies as long as they aren’t close to their allies. It only applies to your main basic attack, though any hit rate improvement will affect Dual Weapon Attack indirectly, by increasing its chances of triggering. It also grants a free shift at the end of turn, which makes it the main contender for a post-attack stance switch. Both of the stances described above can work either in melee or at range, which is a nice added bonus, should a scout ever need to resort to his longbow. Nevertheless, the most striking (pun intended) Aspect is that of the Charging Ram, which only works on charges but makes them truly devastating. It combines the ability to ignore opportunity attacks provoked by the charge (which is huge!) with extra damage (this is gargantuan!) and knocking prone on a hit (colossal!). The synergy of prone enemies and additional melee attacks is quite nice, as is the interaction with typically situational feats like Headsman’s Chop.

Striking a balance

So variety is more or less handled... but what about balance? In 4E, making multiple attacks is inherently superior to any other mechanic for extra damage, and this has made Twin Strike (and the few comparable attacks, like Hellish Rebuke) the best offensive strategy, barring some convolute optimizations. What is to prevent Dual Weapon Attack from similarly topping the at-will damage charts? The answer is: not much, but there are other drawbacks.

Going by my initial calculations, the scout may well be the strongest build in the game for raw at-will damage output, at least at lower levels (since there is little point in evaluating anything beyond that with so many higher level features missing). That doesn’t necessarily mean it will blow up the world, as the class has significant limitations that can make up for it. The most obvious one is lack of dailies and proper encounters, which actually demands that a class has above-average at-will performance to be able to stand to classic builds.

To understand how this balances out (or not), we should take a look at its mechanics in detail. Scouts use main hand weapons and regular-sized off-hands (unless double weapons are involved), and depending on build and off-hand weapon choice can get a +1 to hit rolls (if they use a light blade) or a +2 to damage (if they wield an axe). The initial attack is a melee basic (which can apply your Dexterity modifier if you wish) plus whatever modifiers get added by the active Aspect, and the off-hand one is non-basic, Dex-based, and only happens once per turn, after hitting with the basic. Notably, both attacks get to add an ability modifier to damage, so compared to the original Twin Strike, each individual attack hits much harder, but the off-hand has a significant chance of not triggering, that gets higher the worse your hit rate is. It should also be mentioned that scouts have no Hunter’s Quarry, which didn’t make a huge percentage of Twin Strike’s damage, but contributed nonetheless. Overall, the relationship between Twin Strike and Dual Weapon Attack is a complex one, favoring the former in scenarios with high damage bonuses or low hit rates, and the latter otherwise. That said, for low level characters fighting standard monsters, the Scout outdamages a Ranger with at-will attacks by a good margin.

More importantly, scouts also appear to beat other Essentials martial classes (also lacking dailies and sporting strong at-wills) at their game. Examining a number of heroic character samples, the scout would be the best at at-will damage, with thieves close behind and slayers lagging slightly below that. The difference is likely to increase at higher tiers, though it is quite hard to tell how much, without seeing more features. On the other hand, that only tells half the story. Both thieves and slayers will get more mileage out of their encounter attacks than a scout (even if Power Strike is the same for fighters and thieves, a slayer’s will hit harder thanks to the two-handed weapon), and a slayer’s action point is far more impressive (as neither Sneak Attack or Dual Weapon Attack can trigger more than once per turn). High reliance on hit rates also means that scouts will be worse off against higher level monsters or soldiers - and, on the other hand, they get to slaughter brutes and lesser foes. Interaction with leaders is also interesting - DWA not working in other characters’ turns means that a scout isn’t a good target for leader extra attacks (unlike slayers and thieves, which are awesome in that department). On the other hand, offensive bonuses are great for them. Looking at other factors, scouts get great AC and mobility, but their opportunity attacks are mediocre, they are only decent with ranged weapons, and they lack the HP and surges of a slayer.

Conclusion

At heroic tier, and from what we have seen, the scout is a very strong character, but not to the point of overshadowing other classes or breaking encounters. I would really like to see it remaining the same over the paragon and epic tiers, but the chances are slim. On the other hand, it will still be as enjoyable to play as other Essentials martial characters, which is more than can be said about the original ranger. I’ll cross my fingers and hope it turns out all right.


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Sunday, October 24, 2010

Analyzing the Essentials Assassin

Last month we talked about the new Assassin build (the Executioner) featured in Dragon, which exploited the increased flexibility provided by the Essentials class paradigm, introducing a number of cool, innovative ideas. Although the level of mechanical polish and balance achieved was impressive (and, honestly, quite an improvement over the original Assassin), the new build was still labeled as Beta, so that players could provide feedback before the final version was released later in November. Which is what I intend to do today: give some constructive criticism on the class, pointing out its successes and shortcomings, and eventually send it to the developers.


The class follows a top-down design, emphasizing flavor over pure mechanics.

The good things

I’d like to begin by mentioning that I think the class is based on a very solid foundation. The main features and power structure combine efficiency and fun, and I’m confident that the build as a whole should be enjoyable to play, while performing adequately at the striker role. I particularly like the unique approach to at-wills, encounters, and dailies, with weapon-specific at-wills covering narrow, but compelling niches, Assassin’s Strike condensing all encounter damage in in a devastating attack, and poisons providing a small twist on the traditional concept of daily attack. Some specific powers still may (and do) need improvement, but the overall framework is quite good, in my opinion.

I’d also like to point out the few features and powers that struck me as particularly impressive. Overall, the Executioner does a great job matching evocative flavor and cool new mechanics, but a few elements stood out the most. Death Attack, for example, is nothing short of awesome. It does something that hadn’t been tried in the game, which is no small feat, fits perfectly into the Assassin’s theme, and actually affects play strategy without providing an overwhelming advantage. Likewise, the Unseen Spearhead power, which makes your opponent helpless as an at-will, is a very bold design idea (coup de graces are a very dangerous concept) that somehow has been balanced just right. A (very) complicated maneuver that, if successful, is almost guaranteed to down an opponent is a welcome change of pace in 4E combat. Finally, I loved the Shadow Coffin utility, as it has great storytelling potential.


The inevitable flaws.


1) Red Scales: excessive reliance on hiding, lack of support for stealth.

First off, I understand that Executioner at-will powers are intended to be situational, and that melee basic attacks should fill in the gaps for those times when none of the over-specialized exploits are available. But I think that the attack selection for the Red Scales build goes too far in its narrowness, to the point that a player might feel encouraged to forget about at-wills altogether, and focus on optimizing basic attacks instead. Part of this is due to the fact that too many powers ask the Assassin to make melee attacks from hiding, which is an extremely difficult thing to do.

Both Garrote Strangle and Unseen Spearhead are very cool and balanced powers, but as melee powers that require stealth and result in a grab, there is a lot of overlap between them. Moreover, they are almost impossible to pull off for a 1st level character, and all but require higher level characters to invest heavily in stealth-related utilities in order to have a decent shot at using them. This can prove frustrating for inexperienced players, but even hardened veterans will find that unless their characters specialize in stealth, half of their at-will attacks become almost useless. This is only aggravated by the weakness of Unarmed Throw (see next section).

To be clear, my major concern isn’t that you can’t eventually optimize to make good use of Unseen Spearhead and Garrote Strangle, but the fact that they are only really usable if you do. For the powers to be acceptable in their current state, Red Scale characters should have stronger stealth support as a default - rather than being crippled if they mistakenly skipped, say, the Silent Stalker utility. However, I think that loosening the stealth requirement on at least one of the powers would be the better solution. As an example, Garrote Strangle could be changed to require only combat advantage against the target, but only impose penalties to escape checks if you were hidden from it. That would make it playable even with poor stealth, while rewarding those capable to hide.


2) Unarmed Throw is way too weak

I see the merit in the occasional non-damaging attack, even in a striker class, but the Executioner goes too far in that regard. Half of the Red Scales attacks deal no damage, but at least Unseen Spearhead contributes to bringing down an enemy (and how!). Unarmed Throw should have an impressive effect in order to justify sacrificing a turn’s worth of damage, and it just doesn’t deliver. Pushing and knocking prone would only be slightly overpowered in an at-will that dealt normal damage (since there are already precedents for knocking prone), and I think having it deal 1d6 damage (without Dex modifier) on a hit would make it worth using, but fair.

Alternately, it could remain as a non-damaging option, but have its effect improved somehow. Allowing it to be used as an opportunity attack would make it worth taking (though I still doubt anybody would waste the standard action on it), and letting it knock prone a second enemy adjacent to the target would make it all kinds of awesome.

Incidentally, the power currently suffers from a lack of proficiency bonus with the Assassin’s unarmed attack, which would need to be compensated in the final version.

3) League of Whispers lacks a offensive at-will

Individually, each of the at-wills offered to League of Whispers Assassins is fine: they provide great mobility, or great control, or amazing accuracy. But none of them is actually any better than a ranged basic attack when your purpose is to just kill an opponent. By contrast, Red Scales have a hard hitting, easy to use power in Kukri Lunge, and two complicated but very damaging maneuvers in the grab attacks.

Part of the problem lies in Close-Quarters Shot and Unerring Shuriken overlapping too much as mobility-focused powers. Oddly, I think the solution could be to have one of the powers require combat advantage or hiding (which, ironically, would be MUCH easier to achieve for members of this build than for a Red Scale), and granted some kind of damage boost in return. As an example, you could remove the extra movement effect from Unerring Shuriken and add “If you are hidden from the target, this attack scores a critical hit on a roll of 17-20” instead.

4) Precision Dart lacks synergy with higher level poisons.

Currently, the Precission Dart effect of denying poison saving throws works with the following Assassin poisons:
- Bloodroot Poison (lv1): 1 turn of daze
- Greenblood Oil Poison (lvl1): 1 turn without healing
- Nitharit Poison (lvl1): 1 turn of ongoing damage (worth 5 extra damage)
- Lich Dust (lvl 15): 1 turn of weakened.

So at heroic tier there is a fair amount of poisons that can be used with the at-will, but we only get one at paragon, and none at epic. Coupled with the fact that the lack of a damage roll is particularly painful at higher tiers, this makes the power almost obsolete at those levels. Introducing new poisons for those tiers, or adding an ongoing effect to an existing poison (Dragon Bile would be particularly tempting with its stun ending with a save) would alleviate this. Alternately, Precision Dart’s damage could be increased to 1[W]+Dexterity at level 21, though I’d prefer the other solution.


5) You get to know all existing powers

At maximum level, an assasin will know:
- 4 out of 4 at-will attacks.
- 4 out of 6 level 1 poisons.
- 2 out of 3 level 15 poisons.
- 3 out of 3 level 25 poisons.


This suggests that there are too few options to choose from, at least for certain levels. Getting to know all possible choices feels terrible, particularly at any level where you end up taking the last power in a slot (i.e. levels 17 and 27). I think that the number of known powers is about right, but the amount of options needs to be increased somehow. Adding 1 or 2 extra at-wills, perhaps shared by both builds (a thrown weapon like the dagger would be a good candidate) would probably be enough, as it would match the numbers of an Essentials fighter. As for the poisons, I think 1 extra recipe for levels 15 and 25 is the bare minimum.


Discussion

So, what do you think of the points above? Are they fair complaints? Is there some fatal flaw I've been missing?
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Monday, October 18, 2010

Essentials Druid heals, brings back Animal Companion

D&D Essentials class previews


When it was revealed that the Druid build in Heroes of the Forgotten Kingdoms would be primal leader, we guessed that the class powers and features would be significantly altered. Today we have taken a first look at this Sentinel Druid, and it doesn't let down: Wild Shape is nowhere to be seen, the power progression has been slightly streamlined, and the character concept has changed from a shape-changing hybrid of beast and caster to melee weapon user with a faithful animal companion!

The animal companion (an inevitable throwback to druids of ancient editions) is the focus of this first preview and, in an unprecedented move for a bestial sidekick in 4E, it looks like this one will just work. The first incarnation of animal companions in this edition of the game were those of the Beastmaster Rangers from Martial Power, which had unnecesarily complicated rules as well as some serious implementation flaws, which we reported here and attempted to fix. The sentinel’s, by contrast, is... well, a different beast.

Two different animals are provided here, though I don’t doubt we’ll see more in future Dragon articles. They cover two of the most iconic pet archetypes, the Wolf and the Bear. Both have defenses and attack bonuses that scale with character level, with values that are unimpressive, but equivalent to those found in monsters. Hit points are tied to those of the character, since they equal his bloodied value, much like a summoned creature’s. And the weakest link from the previous iteration, attack damage, is nothing but solid this time.

Since I spent a good amount of time looking for solutions on the issue of ranger beast damage, I find it particularly interesting how it has been addressed this time. Although the lack of enhancement bonuses remains, this time the base damage depends on the character`s own abilities: the sum of Wisdom and Constitution modifiers. Not only that, but you get a couple of extra points at paragon tier and again at epic, so that the base damage for a beast hit slightly exceeds that of a non-optimized character’s. Lacking extra damage dice on critical hits means that the druid would still come up ahead on average damage, but it’s close enough for the beast not to be a joke.

As is often the case, the bear companion is associated with the more defensive build, whereas the wolf concentrates on offense. Both have continuous auras, one for making adjacent enemies grant combat advantage, and the other for granting defensive bonuses to close allies. Apart from that, wolves have stats similar to those of skirmisher monster, whereas the bear resembles a brute. Either of them can be healed, and even resurrected, by spending the druid’s healing surges and a minor action, and short rests conveniently restore them to full hit points without surge loss.

A major point that isn’t explained in the preview is how the companion’s actions will be managed. It is to be expected that companion and druid will share a common pool of actions, so that the druid can spend a standard action to attack through the beast, or a opportunity action to make opportunity attacks triggered by enemies adjacent to the beast. But until we get to read the whole class description, this is pure speculation. What we do know, however, is that the build will feature a fixed power called Combined Attack in place of normal encounter powers. Unsurprisingly, Combined Attack lets both druid and beast attack in melee; the fact that both can choose the same target places sentinels among the hardest-hitting leaders in the game.

The existence of Combined Attack might suggest that sentinels mirror the resource system of Essentials martial classes, but it is in fact the only concession to power simplification. Sentinels will still have at-wills and daily attacks like traditional classes, though whether they will be exchangeable with those of controller druids remains to be seen. At any rate, sentinels lack Wild Shape, which shuts down more than half of the existing druid powers, and seem to focus on attacking with melee weapons - favoring traditional druid tools like scimitars and maces, with features that boost them into playability. But implement proficiency is still there, so perhaps this can result in even-more-hybrid druids, like spellcasting sentinels, or weapon wielding beast druids.

There are a few features that haven’t been revealed, such as Healing Word (which, given its name, might be exactly the same as the cleric feature) and Wilderness Knacks (likely similar ot its hunter ranger analogue, which gave skill-related abilities). At higher levels, we get something called Hear the Voice of Nature (level 7), and Restore Life at level 8, whose effect should be evident.

With almost no class powers revealed, the druid’s is easily the most cryptic Essentials class preview to date. The framework that has been shown has potential, and all the elements detailed are a good match for the druid concept, but we will have to wait for the complete power selection to give a proper evaluation.

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Friday, October 8, 2010

Essentials Ranger preview: A farewell to seekers?

D&D Essentials class previews

For a long time, Wizards of the Coast has stated that they wouldn’t release a purely martial controller in 4E, to the despair of symmetry-loving fans. However, after a first peek at the Hunter, the new controlling Ranger build to be included in Heroes of the Forgotten Kingdoms, we can tell that this stance... hasn’t changed all that much.

As it turns out, the Hunter (not to mistake with the Hunter Ranger build from Martial Power 2) not only brings a different role (controller) to the Ranger class, but it also changes the power source! Like the Essentials Assassin before it, the Hunter mixes martial exploits with a different power source - primal, in this case. This shouldn’t come as a surprise, since D&D rangers have a longtime tradition of dabbling in nature magic. Anyway, from what I can see, the primal influence is a minor one, since all the attacks revealed so far lack openly supernatural effects, and the class structure closely resembles that of other Essentials martial classes: no dailies, fixed encounter attacks, and a strong focus on basic attacks for its at-wills. In fact, the only primal elements revealed so far are a series of stances that wouldn’t be that out of place as martial exploits.

Hunters are ranged specialist, being able to choose either bows or crossbows. Accuracy seems to be one of the strong points of the class, with Expertise for the weapon of choice given for free at first level, and a Weapon Talent feature that isn’t shown in the preview but can safely assumed to grant a +1 to hit, like the features with the same name for other martial Essentials classes. They wear leather armor and feature striker-level hit points, their primal heritage apparently compensating for the fragile controller role.

The attack power selection faces the remarkable challenge of performing the controller role without daily attacks, which had historically been a major selling point of controllers, to begin with. The information we currently have is incomplete, but it strongly suggests that hunters will make really fine controllers, and be quite interesting to play, as well. Rather than choosing at-wills, hunters get a fixed array of three attacks, which looks like a letdown at first, until you realize that they play like five different powers - of which at least four are of amazing quality.

The star of the show is, without a doubt, Clever Shot, which consists on a basic ranged attack with a choice of three different controlling effects on a hit. And they are nothing to sneeze at, as they include knocking prone, sliding multiple squares, and slowing the target until it saves. This is a great range of options, both in variety and power level, and the inclusion of save ends effects is unprecedented for an at-will attack, and should provide some cool combinations.

For scenarios where such subtlety isn’t required, the hunter can resort to the more straightforward Rapid Shot, which sacrifices accuracy (of which the class had plenty, anyway) to be able to make basic attacks against enemies in an area, easily making this the hardest-hitting at-will area attack in the game, thanks to the very respectable damage dice of bows and crossbows. Rounding out the package, Aimed Shot is an attack that ignores most penalties to hit, being a decent alternative when a target is invisible or under heavy cover.

A missing piece of the puzzle is the encounter attack, Disruptive Shot, which appears to be a fixed option to boost attacks several times per encounter like a Knight’s Power Attack or a rogue’s Backstab. The name suggests some kind of penalty to attack rolls for the target, though I wouldn’t be surprised if it actually offered multiple options, like Clever Shot.

Overall, and despite the lack of dailies and the fixed encounter power, hunters seem to offer more strategic options for their attacks than other Essentials martial classes, and actually end up pretty close in complexity, compared to traditional controllers. In fact, there is an additional layer of choice thanks to a feature called Aspects of the Wild, which provides two at-will primal stances (of which you gain more as you level up) which let you switch between different states during combat. So far we’ve been able to see the Aspect of the Cunning Fox, which makes you resistant to opportunity attacks and allows shifting after hitting with an attack, and the Aspect of the Dancing Serpent, which allows you to shift at the end of turn and deal extra damage to isolated enemies.

If anyone was still aching for character building options, there is yet another feature, called Wilderness Knacks, that offers multiple choices - in this case, two skill-related abilities at first level, with additional slots every four levels.

Apart from that, there are a few mystery features left in the heroic progression table, including ‘Close Combat Archery’, which likely allows shooting without provoking opportunity attacks, ‘Reactive Shift’, most likely involving movement during an opponent’s turn, and 'Weapon Mastery', which might boost your Disruptive Shot in different ways depending on use of bows or crossbows, like the fighter features of the same name should give you a flat +1 bonus to damage, like the Knight feature of the same name.

The verdict

I’ve been pretty hyped by the Essentials builds so far, but this one is easily my favourite. I just love the idea of having many different (and potent) at-will attacks, and the range of tricks available covers most of the needs of a controlling character. The Aspects of the Wild are a really cool idea, and mean that you will be choosing between different powers for your standard action and your minor action each turn, providing an unexpected strategic depth. The downside is that, despite Aspects and Knacks, there shouldn’t be that much variety while building the character, but I’m confident that the variety in play will more than compensate for it.

The most painful thing about the Hunter is that, by being a primal-ish controller that uses ranged weapons, focuses on basic attacks, and has a number of mobility-related features, it steps on the Seeker’s toes too much. In fact, it’s hard not to picture the Hunter killing the Seeker, and taking his stuff, and kicking him while he’s down. The fact is, Seekers where deeply flawed, with a decent set of features but lousy powers that made them a failure as controllers. By succeeding in their very same niche, Hunters raise a number of questions about the continuity of Seekers as a class. Will they be supported anymore? With no Primal Power 2 on sight, it would take a major commitment from Dragon articles to bring Seekers up to playability, including a couple of feat patches and a good number of strong powers. Unlikely as that seems, I’m not giving up hope yet. Who knows, maybe one of the drafts I’m preparing to submit could help in that regard...

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Friday, September 17, 2010

Essential Assassin

"We’ve charted a new direction in class design with the Essentials products" - Bill Slavicsek, Essential Cleric preview.


The Executioner Assassin is new build (though it actually includes two sub-builds) for the assassin class, with a format inspired by the Essentials books, brand new mechanics, and a couple of twists in the resource system. Executioners are strikers that use both the shadow and the martial power source, making them the first build in the game with multiple power sources.

Ever since the first Essential previews, we have wondered what that "new direction" would mean for future classes. We will still have to wait for a complete answer, but it is easy to tell what it means for the assassin class: freedom. This is a build full of wacky design ideas, often breaking the (somewhat rigid) structure we have come to expect from a 4E class description, though keeping the underlying core intact. More or less, anyway.

The first thing that caught my eye about the assassin rules is that they are unexpectedly interesting to read. I love reading page after page of powers as much as the next guy, but even I have to admit that the original 4E format sometimes comes off a little dry. Following the new Essentials style, the Assassin has additional flavor text and descriptions for every feature and power, in just the right amount (a single paragrapth at a time) to spice things up without getting boring. Moderately extensive writeups for race-specific assassins, such as humans or drow, are also included.

The power progression feels familiar, yet special. You get at-will, encounter, daily and utility powers as with any other (non-Essential) class, though there are a few caveats. All of the non-utility powers are written so as to be build-specific, so that the Executioner can't benefit from previous assassin attacks, and vice versa. The at-wills available are different for each Executioner sub-build, and you can actually gain more as you level up. The daily powers keep their usual number and strength, but have been reflavored as special poisons which the assassin can craft and use each day. Also, they have been grouped by tier, so that at level 9 you can choose among three level 1 poisons, where previously you would have powers of level 1, 5 and 9. There is a slight mechanical change in that it looks like you'll be able to use multiple instances of the same poison each day, but other than that it is the same as traditional dailies, with a very cool flavor. And then, there is the encounter power.

This is where the assassin deviates the most from the norm, but I think it's more than worth it. Rather than choosing up to 3 different encounter powers, the executioner assassin has Assassin's Strike, a single encounter attack which improves as you level up. The trick is that Assassin's Strike deals roughly the same extra damage as the three encounters put together. In one fell swoop. This single, devastating attack really captures what an assassin is about, to me, and feels about right, power-wise. The loss in build and play options is somewhat compensated by the additional at-will slots, and the inevitable gap in power level (compared to classes that have 3 attacks with weird effects) is left to fill by class features.

And there are a LOT of class features. True to the Essential template, the assassin class has its own progression table for each tier, with new features spread out across levels. The partial switch to the martial power source is evident here, in that there is less emphasis in shadow illusions and teleporting (one of the cooler things about the old assassin), and more plain acrobatics and physical prowess. Features that let you land gracefully on a fall, or create clever disguises are examples of this mundane theme, though shadow magic becomes more prominent as you level up. This way, the paragon tier brings an extremely nice little feature with no combat implications but great story potential; called Shadow Coffin, it allows you to magically capture an enemy corpse, to hide your tracks or use it later as proof of death.

Oddly, for all the color and inventiveness that is present in other areas, the main striker feature is as bland as it gets: an extra d6 added to all weapon attacks. This is functional but boring, and would be a bit of a letdown if it wasn't complemented by one of the most awesome and flavorful offensive mechanics I have seen in quite a while: the Death Attack. Gained at level 3, Death Attack lets you automatically finish off enemies with less than 10 hit points (a threshold that increases as you level up) after you damage them. This seems quite potent, and fun, and more than justifies calling this build the Executioner - bloodied enemies will fall quite easily at your hands, and there is a potential for one-shotting enemies at lower levels that not even a barbarian would match.

The executioner also succeeds in an area where the previous assassin design felt lacking - the use of weapons. Both builds are proficient with ki focuses that allow an assassin to wield effectively any tool at hand. However, the original version of the class did little to incentivize the exotic weapons one usually associates with assassination, so the optimal style of play consisted in swinging brutish two-handed blades - not the most fortunate flavor match. The executioner fixes this by having weapon-specific attacks. A lot of them, in fact, and for many different weapons.

Each of the new assassin at-wills is associated with a specific weapon, such as the kukri, blowgun, or shuriken. These have long been (rightfully) regarded as crappy weapons, weak even when compared with the humble dagger. However, by having at-wills specifically tailored from them, the assassin can squeeze power out of them like no other class in the game.

For example, the kukri power lets you charge and deal 2[W] damage (at-will!), which after accounting for that weapon's terrible damage die ends up roughly equivalent to an attack with a heavy weapon such as a Mordenkrad. The blowgun attack deals miserable damage by itself but is more accurate than any other at-will in the game, making it great in combination with poisons, Assassin's Strike, or Death Strike. Or all of them thrown together - there is no such thing as overkill, for an assassin.

Also, if these specialized weapons and maneuvers fail, you're still free to make basic attacks with the heaviest stick you can find. Executioners are able to use their dexterity for basic attacks, swap weapons with ease, and switch from melee to ranged attacks without effort, so they should be able to have a much more eclectic fighting style.

And that's about it. As with other Essential classes, there are no class-specific feats in the article, though I'd be surprised if the generous array of feats for the classic assassin didn't hide several gems (without feature requirements) for the new build. The class is presented as a Beta version, so that playtest feedback can be sent before the final version is compiled in November. Nevertheless, my initial impression is that, barring a couple of typos and the odd table, the class is highly polished - more so, perhaps, than the previous assassin. The power level looks well adjusted, the mechanics appear to be quite fun, and the whole package is full of personality and flavor. The class framework is definitely unorthodox, but isn't really all that far off your regular 4E striker, in its core. I don't know if I'll have the chance to play with the class anytime soon, as my turn to DM our campaign comes closer, but I'd definitely recommend it.
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Friday, September 10, 2010

Preview of September Rule Updates

Coinciding with the release of Heroes of the Fallen Lands, Wizards of the Coast has compiled a document with all the game rules, feats, powers, items and features that have been modified by that book. The list is 5 pages long, though most of it is taken up by the revised Wizard attacks (of which there are a lot) and to add rarity to existing magic items. For those concerned about stealth edition changes or whatever, it is true that a few of these changes weren't strictly necessary, but I sincerely think that most, if not all of them, are an improvement. Most importantly, though, the document (available for free) includes all necessary information to play with the upgraded stuff.

Curiously, this is only a fraction of this month's Rule Updates, which will come out "in the near future". It seems an effort has been made to prevent any further confusion (of which there has been plenty!) on how Heroes of the Fallen Lands interacts with previous books.

Changes of note include:
- A lot of Wizard encounter powers reprinted in the book gain miss effects.
- In addition, some Wizard classics have received additional tweaks. Lightning Bolt is stronger and more straightforward, and Fireball... gets an extra d6 damage. Ok, at least they tried.
- Strangely, nothing is said about adding Evocation, Enchantment or Illusion as keywords to wizard spells.
- Sneak attack is confirmed as 1/turn, rather than 1/round. Rogues are the Warlord's best friend, now.
- Rapier becomes martial! This is great news for small melee characters.
- Some races have the option to choose different ability score bonuses. Humans can take a racial power instead of a third at-will.
- Implement proficiency has been streamlined.
- The horribly broken wizard daily, Visions of Avarice, has finally been fixed.
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Saturday, September 4, 2010

First Reviews of Heroes of a Fallen Lands

Those following this site lately will have guessed by now that I'm VERY interested in Heroes of the Fallen Lands and the rest of the Essentials line. Well, although sadly I still don't have the volume in my hands, it looks like some lucky reviewers have received early copies. The blog Dungeons and Dragons and Retail is one of them, and has written an in-depth analysis full of juicy information - I recommend you to check it out. Here are the highlights:
  • There is a list of the builds in the next book in the line, Heroes of a Forgotten Kingdom. It's full of surprises, as it has a leader druid (the Sentinel), controller ranger (Hunter) and what looks like a melee warlock (called Hexblade!), as well as more traditional builds like a defender paladin (the Cavalier) and striker ranger (the Scout).
  • Feats are organized in the following categories: Armor Training, Weapon Training, Two-Weapon Training and Implement Training; Enduring Stamina, Vigilant Reflexes and Steadfast Willpower; Divine Devotion, Learning and Lore, and Quick Reaction.
  • Only Common magic items (i.e, the ones craftable by players if you use the new magic item rules) are included.
  • No rituals.

UPDATE: For more spoilery goodness, take a look at this thread at Enworld
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Friday, August 6, 2010

Essential preview: a striker fighter!

D&D Essentials class previews

Ever since the release of the first Player’s Handbook, Fighters have been one of the most damaging classes in 4E. Forget about roles and that stuff for a moment: these defenders have the right combination of class features, paragon paths and feats to give them a realistic shot at beating many strikers at their own game, when properly built. If you think that is frightening (and it is!), imagine a fighter build that was even more focused towards bringing pain, to the point of eschewing defender marks in favor of striker-like extra damage features. Heroes of the Fallen Lands brings us exactly that - it’s called the Slayer, and it looks brutally straightforward - and terribly effective.

More than any mechanical innovation (though there are a few), the most surprising thing about the Slayer is the Role line. It’s a Martial Striker, with a touch of defender - not the other way around. This marks (heh) a major shift in class design in D&D 4E, since there was precedent of builds of a class with different secondary roles, but never before had we seen a change in the main role. And there is no reason why it shouldn’t happen again, so the class lineup for the second D&D Essentials player book, Heroes of the Forgotten Kingdoms becomes more intriguing than ever: which classes will be given new roles? It’s easy to imagine Druids as defenders or leaders, Paladins as leaders, and Rangers or Warlocks as controllers. However, there will likely be at least one build for each of these classes that keeps the current role, so I doubt we’ll see more than a couple of these changes. Still, it’s an exciting prospect.

As for the rules details there’s little new about the Slayer - it shares the same basic core as the Knight, with basic attacks and stances replacing at-will attacks, Power Strike replacing encounter powers, no daily powers, and several new features at higher levels. The major differences lie in the defender features (which are missing: forget about Defender Aura and Battle Guardian), and the brand new striker feature. That one is called Heroic Slayer, and it lets you add your Dexterity bonus (Slayers use Strength as main ability, and Dexterity as secondary) to all weapon damage.

Apart from that, we get to know about the Weapon Talent feature which, as expected, grants a +1 to hit on all weapon attacks. Also, we can see a couple of the at-will stances, including Berserker’s Charge (which boosts movement and accuracy in charges, and would be the enfy of any Barbarian) and Unfettered Fury (which looks like a stronger version of Power Attack). It remains to be seen whether Knight and Slayer stances will be interchangeable or not, as they have no built-in requirement, like requiring a shield or a two-handed weapon. This is rounded up with the same HP, surges and proficiencies as ordinary fighters (though there is no shield proficiency), making for an extremely sturdy striker.

Conclusion

Unlike with other classes in D&D Essentials, we actually get to know every Slayer class feature available at level 1 so, apart from a couple missing at-will stances, we have everything that is needed to build a first level character. I haven’t experimented too much yet, but it’s safe to say that they will be very capable strikers. Not only that, but they are clearly the easiest class to play in the game. Just pointing at an enemy and attacking will work, with perhaps a change of stance every other turn. All martial characters in Essentials already had pretty straightforward mechanics, but the Slayer goes a step further, and also removes many of the strategic nuances. After all, rogues need some effort and finesse to keep Combat Advantage every turn (and are relatively fragile), whereas knights have to perform the more subtle defender role. A Slayer is very much like a barbarian without encounter powers or rages, which is to say, a well oiled killing machine with few concerns apart from getting close to an enemy and smashing it to a pulp. I can’t say I’m personally thrilled to play one, but it’s a great option to have in a product aimed at introducing new players.

As an aside, it’s interesting to note that the Slayer also presents yet another nod to old school D&D players, in that many primitive fighters were purely focused in damage, with little of what we currently associate with a defender, apart from the heavy armor and high HP pool. Not only that, but bow-wielding fighters (or, at least fighters capable of performing decently at range) are now possible, if not actively suported, since some class features (and crucially the striker damage) also work with such weapons - a controversial decision that is sure to bring some wacky builds.


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